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MattTheFicus

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Posts posted by MattTheFicus

  1. Obligatory Malvor "maxcap botany" comment, cause im fairly certain my hatred of Botany is almost a character trait at this point.

     

    Yeah Botany REALLY doesnt need anything added to it, if anything they need to get smacked in the head with the nerfbat a few more times so that it isnt breaking the Geneva convention on Chemical Warfare multiple times AND most of the server's combat loop all at the same time.

    Botany can quite literally, if played as hardcore as possible, outgun and outfight every other department with little to no counterplay other than nuking them via explosives.

  2. This might be a tad off base from the topic, as its mostly talking about mechanical ideas/issues around Vox, but I feel like out of everything a Vox has, its not their buffs/maluses that are the core part of Vox its the culture/lore/accents that they use for the most part. It might be me not giving a single flying hell about actual species traits (which is likely a minority), but the Lore and RP aspects of a race along with the general community that species has on the Station are 1000% the focus that a player should be having when deciding to play it or not.

    SS13 is an RP game with a focus on community, its not an MMORPG that requires you to pick the most OPTIMAL character to dunk on antags/dunk on sec/go tide with less issues. Sure the bonuses might make you more "unique" but a few traits dont mean jack if you arent putting the effort in to immerse yourself in the Lore or Culture of a species.

    • Like 3
  3. Honestly, from a gameplay perspective, I dislike being forced to do anything with my character that I didnt choose for it.

    From an RP perspective, we work on a Station where Genetic Manipulation is a common thing, so the idea that you couldnt just get your issues "fixed" pre-shift isnt too hard to assume.

    This would be a big no-no for me due to it only giving genetics a VERY minor thing to add to the round

     

    PS: Genetics moved rightfully to Science when?

    • Like 1
    • Thanks 1
  4. Honestly, Blueshield should have Security comms. Coordinating the safe retrieval of a kidnapped Head is something thats VERY painful to do without them. And if a Blueshield is acting like an Officer and responding to Sec calls on the radio? Demote them, instantly, Redshields are a pain in the ass.

    Like I said earlier, most of the Blueshield "issues" are more of a player behavior/actions thing, which should be fixed from an overall Command/mindset level and not IC/OOC rules/SoP.

    • Like 1
  5. As someone who both Blueshields and Captains a lot, my issues with Blueshields tend to be them not understanding their job fully. There's a reason my "Blueshield Kit" is mostly medical gear: my job is to take the Head away from the baddie and RUN AWAY. If you start to hunt antags or dive into Maints alone, you are 100% doing your job completely wrong.

    The only reason that the pinpointer is given to the Blueshield is so that if an Antag nabs the Captain, you have a nice tracking beacon that will take 10-15s to remove from their bags. If the NAD is lost but you resecure the Captain, the HoS should honestly get the NAD to cooridinate searching for it.

    In terms of AA, its useful, especially on Red, and ESPECIALLY in hijack situations. It allows you to move directly through departments and drag injured Heads away or get to them faster. I know as a Captain, you get a no-strike policy for me that if you abuse your AA and someone tells me, its gone for the rest of the round for ya. Ditto on Captain's Headset. You use it to monitor, not make inputs. The second someone starts mini-Cap'ing, you lose the privilege.

    Honestly, its going to take a lot of the Command/Captain mains telling off problematic Blueshields to help alleviate the issues, rather than making IC fixes for it.

    • Like 2
  6. Saying brain damage is a "counter" to the available anti-stuns is a MASSIVE meme considering a good botanist gets a "free" chem dispenser and can make as much mannitol as they want or need.

    Botany is annoyingly painful enough to deal with as Sec or Crew when they want to antag, and annoying enough as antag when some valids/slaps nukies or hijack with. They dont need anything, except maybe a solid slap with more nerfs.

  7. Im in agreement with @Sirryan2002, this "style" of announcement would fit MUCH better in the "oh shit" moments of Code Red/Gamma/Delta/Epsilon. It sounds much more like someone from CC's military wing giving a warning or something SolGov Marines-esque. I think having the normal announcements having the AI-like VO is much better for the standard announcements, but something like this WOULD be nice for the scarier "oh shit CC needs to send an ERT" moments.

    • Like 2
  8. Agreeing with most of everyone's stuff from above.

    On top of that, the Map is currently in a freeze, with little to no changes to be made until some other LARGE ports are done. And then you would have to compete with the Engi Remap, the Service Department Remap, and the new Medbay/Sci Remap, all which are MUCH more important from an overall standpoint as well as needed WAY more.

    But, as @BryanRsaid, unless you're willing to code it yourself AND convince the Maints to back it, it wont be seen anyways.

    • Like 1
  9. So I've been thinking of ways to minimize the use of memechems, especially in Nukies and other "Big Scary Events" such as Spiders. Ive written up a new chemical, so far called methamphaldehyde, to be a mix of Methamphetamine and Mannitol, that would act as a "bad mix" of the two chemicals. They would mix at a 1:1 ratio, meaning you cant just use an offset ratio to avoid it, and it would basically remove the Meth + Hydro + Mannitol combo from use. So far, in terms of coding it up, im about 80% done with it, but . . . 

    My only issue at the moment is WHAT to make the side effects for methamphaldehyde. I dont want to make it something INSANELY bad, but just something to dissuade the use of Meth without having to deal with the side effects it gives you. It also would make the borer's chemicals a bit more dangerous, but frankly, being able to use Meth without ANY side effects is just too pervasive nowadays from both a Crew side and an Antag side to just leave alone.

    • Like 1
  10. Out of curiosity, regarding the Karma System, what would be the opinion on a Tier Based unlock system rather than a purchase system be?

    i.e. at certain breakpoints you would unlock a tier of possible unlocks

    15 Karma gets you the basic Karma roles (Barber/Brig Doc)

    20 gets you IPC

    30 gets you Mechanic/SPP

    45 gets you the other you didnt pick (SPP/Mechanic)

    60 gets you a big Racial unlock (ie Vox/plasmeme/etc)

    75 lets you pick Rep/Magi

    100 gives you 2 Racial unlocks

    etc etc

    Hell, you could add some fluff based karma items with a tier system as such, for those big boi Karma earners. It feels like if the Karma system's main point is to increase the Crew's RP enjoyment and reward those who do so with cooler options, it would stand to be that those who DO earn large amounts of Karma (or imo Reputation would be a better way of putting it) more tools to better the Crew experience.

    • Like 1
  11. IAA is one of the "intro" to RP-based roles on Station imo. As someone with a LOT of hours in Sec, IAAs are always a VERY mixed bag overall. But, frankly, learning to do Paperwork/RP/SoP things is an important gateway to Magi/NT Rep and even HoP if youre REALLY into being a paper-pusher.

    Karma roles should be for niche and interesting roles that are special, as a "reward" for members of the community who give good shows/times/RP moments. Taking away a stepping stone that teaches people the fun of RP-based roles would be a loss in my opinion.

  12. Is there a neither? Use Hydrocode for surgery anyway and just call Security for Trespassers/Thieves. If you ether someone for PETTY THEFT, you deserve the Assault charge Sec is gonna hand you.

    The only exception i can think of where Ether'ing someone is warranted is if theyre absolutely trashing the place, which at LEAST has SOME tangent to real-life practice of sedating violent patients.

  13. 15 hours ago, Norwest said:

    I like the idea, although this'd lead to a lot of random "paper" names cluttering up the tag. That's not a real problem on the player side of things, but the endless "obj/item/paper/reqform" and "obj/item/paper/jobchange" would mess up the admin side of it. Still worth it in the end, though, as just having paperwork easily accessible (without having to futz with godawful BBCode) would almost certainly make people more likely to use it.

    Would it be possible to create a book that has all the proper BBCode'd paperwork examples in it to copy/paste? Might be a bit of an IC break, but it might help avoid the spammage of object types.

    • Like 1
  14. Cargo: PaperworkCargo is a bane of existence and can just be remedied by having a QM be around to approve/deny questionable things
    Mechanic: This would be neat, but 9/10 Mechanic just disappears into space to loot things anyway
    Detective: The printable-sheet from your scanner has a notes section if i remember correctly
    Magi/IAA: These are the rolls most likely to use paperwork, and from my experiences, most of the more adept players in these rolls already HAVE personalized templates to use, so giving them starting paperwork seems kinda eh
    NT Rep: See above, same idea
    Robotics: This WOULD be a job id like to see a form set for, as technically they NEED the paperwork to dodge any wrongful borging charges
    RD: Ehhhhhh, falls under robotics in my opinion, and doing paperwork for RND would be a nightmare
    HoP: Ditto for Rep/Magi/IAA, adept HoPs will have their own forms
    Psych: Its an RP job, most will likely have their own forms, if theyre not tiding and just using the free drugs
    Coroner: Im like 70% certain the autopsy scanner has a note section, much like the Det's scanner
     

  15. CC could send a box of "Confiscated Syndicate Contraband" to be used by an officer to "simulate" a traitor for the trainees to pursuit. I still would want it to be Extended with no REAL antags, solely so that it would be TRAINING and not someone fighting for Greentext.

    • Like 2
  16. Name of Event: NanoTrasen Training Day

    One Sentence Description: Time to teach the Crew how to be a better Crew!

    Map Changes: No/Maybe? (Admemes spawning certain things may make it easier, see below [mostly Sec/Engi stuff])

    Suggested Number of Players: Any, though higher pop could be a tad messier but "train" more people.

    Full Description of Event:

    An idea I've been toying with in my head for a while has been a semi-event/semi-changed Extended Roundtype where the Crew has a "Training Day" where assistants, staff members, and other crew cross-train or straight up learn new departments for a Shift. This could be a weekly thing at specified times where new players or experienced players can swap ideas and "training" ICly to try to teach new players or simply interested players how to do certain things in their departments. 

    For example, Atmospherics can have a SM Setup tutorial, Security can do arrest drills with fake "antags" with some Syndie gear to play practically "tag" with, Science can do Toxins, RND, Robotics and such, and medical can just beat the shit out of some humanized monkeys and teach how to fix different races without worrying about SUPER SERIOUS injuries from the crew, Mining can do Megafauna training, and perhaps a SOO or Naval Officer can discuss proper Command behavior or SoP with aspiring future Heads or current ones.

    This would be something a Captain can decide to do in an Extended round, but you never REALLY know if its Extended or if its just a precursor to an Admeme event anyway. Hence why a CC Announcement of such a "Training Day" would be a big 'OK' that youre not gonna get T-Spider'd or some other spooky midround while teaching how the Turbine works.

    In a more OOC focus, perhaps allow Mentors or experienced Crew teach in voice comms some of the training as well. While this breaks SOME of the IC immersion, It may be useful to answer some harder or more nuanced questions. While this turns it more into a COMMUNITY event than an IC one, I really do think it would be helpful. Perhaps, if we would want to take it one step further, make it an Announced event on Discord or such, so that people can turn up if they wish to partake.

    This idea has been bouncing around my head for a bit, so any feedback or suggestions are 100% welcome!

    • Like 9
    • explodyparrot 1
  17. out of curiosity, we have an "Advanced Rules" for the server rules, why can there not be one for Space Law? While the quick-and-dirty square of TLDR is what most OFFICERS use, why cant Magi/HoS/Warden be expected to know some "case law" that would be admin-backed precedents to the much "simpler" Space Law page.

     

    edit: this would be more for the nitpicky arguments of "but its not DIRECTLY said in Space Law that I see get used in the Brig occasionally, so while it would be still up for some interpretation, there would be a historical "fallback" per se.

  18. Pretty much parroting the above comments, BrigBay is a symptom of people having free time and upgrading the FUCK out of their little place in the station. 8/10 Ill head to Medbay for serious wounds, and only really go to BrigBay for implant checks on prisoners, implants for myself and then the occasional topping-off of Saline. 

  19. 2 hours ago, Eler00 said:

    The idea of a git style system for lore is interesting, but probably too much. However, how about this: Create a new subforum (or discord channel). In that channel (or forum), people can link to their wiki edit drafts (on their user page), to propose it be added. For eaxmple, let's say I want to add to the Syndicate page to add a new faction focused on biological warfare. I would make a copy of the Syndicate page with my desired edits on my userpage, link it in the forum (or discord channel) for approval or feedback. Staff can then copy the changes over if they think it's good, or make suggestions for how it could be improved.

    My suggestion for lore would be to take a similar route of the SCP Wiki (http://scp-wiki.wikidot.com/) in terms of how to write the lore in a community-driven way. The articles could be posted and written by anyone and require some sort of Lore-Team greenlight and then have it be up or down voted by the community to determine if it stays or not. This would help attempt to make the lore a more grassroots endeavor that aligns with the same ideals we have with the GitHub for the actual code.

    Would this require more work than is probably NEEDED? Sure. But I feel that there's likely enough interest to at least get a core "lore" written down and applied for the server if we do wish to move to SLIGHTLY higher than low-med RP (which is where I feel Para sits at the moment)

    • Like 1
  20. Is it possible to change the current "reminder" to be a popup that appears AFTER the shuttle docks with CC? I know theres an issue with it appearing on shuttle LAUNCH due to it removing control from your character, but once its at CC, if you REALLY wanted the reminder, not being able to partake in the "bloodbath" at CC isnt that large of a price to pay, at least in my opinion.

  21. I 100,000% would support removing the solitary cell window, its ONLY purpose is to break it to be a shitter for getting put in solitary, almost to the point where im gonna start getting plasma-glass installed to stop them. Sadly this means theyre just gonna spam the AI's camera with paper, but at least you can take that away if need be.

    Edit: Also, its solitary, you get put in there for being "bad" in Perma (or being a solo-vamp in a tator round). Your "enjoyment" at that point is a non-factor, because most Wardens (myself included) truly only save solitary for the most greytider-esque of Perma inmates. You dont NEED to see the other solitary cell anyway.

    • Like 1
  22. I dont know if its possible, but a lot of the people I personally have thrown into Perma are doing it SOLELY from boredom. I would honestly consider sending these (greytider lookin') people to the Prison Camp to mine, but the tracking implants dont work on separate Z-Levels it seems. Giving another option for unruly prisoners might actually be a good idea, but being unable to track them down on Lavaland makes it VERY difficult to do without having a possibility of endangering the Miners or having them return to the station untrackable.

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